A 3D game. Construction-based similar to Minecraft, but with a difference. A big difference.I will not be using cubes(For the landscape. Characters will by made from cubes because it's easier and looks reasonable)

Okay, I finally got shaders working.Well actually, they could have been working a few weeks ago, I just didn't realise I didn't need uniform variables (which were what I needed to finish of my Shader loading class).Anyway, I skipped the Uniforms, and had a test run. It worked fine, but obviously the lighting was gone. I spent a while learning GLSL and all the functions etc. before google-ing lighting shaders. Eventually, I found enough info to merge a few together, and that gave me the effect I wanted.

Screenshots:

EDIT: Special thanks to davedes for his tutorials. (Even though they got me confused about uniforms )

Looks awesome so far! It will be great to see where this might go! I'd love to see a fighting mechanic that revolves around stealth over brute force, or at least an option to use non-lethal force that is rewarded in gameplay. This is a project I'll be looking out for! Way to go so far!

Busy between school, work, life, games, programming and general screwing around.If you'd like some pixel art for your game, send me a PM, i'll see what I can do.Current project: http://elementalwarblog.wordpress.com/

Looks awesome so far! It will be great to see where this might go! I'd love to see a fighting mechanic that revolves around stealth over brute force, or at least an option to use non-lethal force that is rewarded in gameplay. This is a project I'll be looking out for! Way to go so far!

I'm unsure of where to go with the fighting mechanics. It's too early. I will post something on my blog when I think of it, but almost everything will probably change before this is done.

However, I did get infinite terrain generation working with minimal fps drop, and I also made a fog shader knowing abaolutely nothing about them except the effect I wanted. I also changed the background colour to make it more sky-like, and made the player-controlled entity.

What was confusing about uniforms? I could change it up to make it less confusing for new readers.

The uniform part is fine... If you already know about shaders. You should explain what the code is doing for setting uniforms, getting the uniform location etc.The part that confused me was how to actually use the code, as your tutorials on shaders rely on the spritebatcher.I reckon an example of rendering a quad using uniform variables would be enough.An explanation of how to set up the attributes would also be nice, as I had to dig through your source code to find what I was supposed to put in the HashMap, but then again, I guess it filters out the n00bs

Are you planning on doing something with the 3D simplex noise? It'd be great for floating island levels, but outside that I can't see much use. This thing really makes me want to make my own take on the system too bad I don't have the skill yet...

Busy between school, work, life, games, programming and general screwing around.If you'd like some pixel art for your game, send me a PM, i'll see what I can do.Current project: http://elementalwarblog.wordpress.com/

The world is infinite (to the limit of 32 bits), so I may generate floating islands way, way, way above the ground. Maybe even asteroids in space. And don't forget that 3D noise can be used for caves way, way, way below the ground.

Still stuck on collision detection May just have to leave it as is and come back later.

Just realized something we both overlooked these would make some epic looking overhangs/mountainsides and that sucks about collision detection, hope you get it working soon!

Busy between school, work, life, games, programming and general screwing around.If you'd like some pixel art for your game, send me a PM, i'll see what I can do.Current project: http://elementalwarblog.wordpress.com/

Yes, I know that I am not checking it right. This is just the closest I've got to working. Everything else so far results in getting stuck where there's nothing and falling through the 'gaps' between blocks. The problem is my coordinate system. It's skewed, like it should be, but that makes it hard to work out the specific hexagonal coordinates from Cartesian coordinates. (unskewing is easy though)

Good news! This project is looking pretty solid so far! (just wondering, what are your eventual plans for this thing?)

Busy between school, work, life, games, programming and general screwing around.If you'd like some pixel art for your game, send me a PM, i'll see what I can do.Current project: http://elementalwarblog.wordpress.com/

Well, a few days ago, I realised this could be a huge task. But then I remembered that Minecraft started out as Minecraft Classic.And Minecraft Classic is quite simple (apart from Multiplayer)

(I realise lots of my inspiration is from Minecraft. I don't want to make this game a Minecraft clone, but when I think of it as Minecraft, it seems like a smaller task, so I attempt to get things done quickly)

I noticed that as soon as collision detection and a few other things were working, I would only have to add content to get to the level of Minecraft Classic (Singleplayer only). Then I would be free to call it a game, and add whatever I felt like without worrying about 'scope creep' as the game to me would already be done.

So, I decided this morning to sit down at my seat and do the maths for collisions. And it worked (apart from the lack of wall sliding )

I was so inspired, that this afternoon, I got something else cool prototyped:

Player Models. (btw, that's not the final player model )AND: a third person camera mode (WIP. Has a fixed distance. Needs clipping).

To avoid making this post too large, I will post a more detailed plan on my blog shortly (possibly tomorrow). Definitely tomorrow.

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